KARI
One of the few remaining members of the Polycount tribe... Her people had long kept the power of the phantom urns a secret, and they remained a peaceful agricultural society. But as the machines ravage the planet, the phantom urns need to be called into battle once again.
Type: Invoker
Power: Air/Electricity
Replies
Magic: Nerve Phantom (electric/air; the term 'nerve' comes from the fact that the magical equipment connects directly to energy points in the user's body - linking to the electric impulses of the nerves)
Class: Invoker
Tribe: Polycount
2d is sort of giving me a hard time! i might actually do a rough 3d 'zbrush sketch' to figure out where i'm going in some of my ideas....
anyway
here's a very rough sketch of what i'm thinking about... the shapes and design on the suit are not fleshed out yet; i'm just exploring the character's feel...
the phantom is supposed to be 'housed' within the container she carries - the phantom can 'travel' thru parts of her armor which in turn provides information that the phantom can use to manipulate it's limbs to create weapon-like appendages she can use.
note the polycount logo on her chest. note that it might not be the final placement...
Would be great to see u pull off an ethereal creature like that.
yeah... you're right.. but what I plan to do with my 3d sketch is just to flesh out the shapes... (no fancy detail or anything) and then I'll paint over it... at the end it'll be basically a painting that used a rough 3d model as a base... once i'm done with that I'll do a clean, better model with my final concept in mind (the rough one I wont even care about topology or anything) i'll post my progress as i go... any other comments much welcome....
clee: it might be too soon to do that, but it's certainly in mind!
3dLam: it's sort of a throw away model; the topology is stretched all over the place... i dont know when i'll start the 'real model :P soon hopefully!
I'm starting with the head... it gives me a sense of what to do with the rest of the model... The base model was a really low poly shape with turbosmooth.
keeping on... here's my base model. I'm going to start adding elements of the armor but I'll keep most of the joint structure.
comments and crits welcome...
EDIT: anyway, after much thought, I think I want to keep the hair. that will be the ideal... but for now I'm taking a break from that part and foucusing on getting the most solid hairless model into zbrush....
This is my current plan of attack, and I feel confident it will work out ok:
I broke my model in pieces, brought into zbrush as subtool, I even downloaded the new plugin, Subtool master. It has some nifty features! At the moment I'm working 100% symmetrically - but I plan on doing something different for the left arm and adding other things that will break the symmetry; now, if time doesnt allow, I will at least finish a symmetrical looking model. At this point, 'blue-sky' features will be addressed once I get to a good place with the model in general. So here's a little preview of how things are going to look pretty soon. Thanks again for your comments.
at this point is not so clear what the armor is made up of, but I want to get the basic shapes done. Later on I will come back and finesse the edges and such, to make it look more carved and stone-like. (cause its made up of some kind of super hard stone.)
my hands hurt ... but things are looking good. Yet the time is so tight for me... As long as I input at least a solid, good 3-4 hours a night this week (after work of course) everything will be cool. I'm posting the torso area and the legs - both of which I'm done zbrushing!!!! I won't put the whole thing together until everything is done... and I hope my computer can handle that too. I think that the whole model put together will be around 13-15 million polys or more, so I don't know if my PC will be able to handle all of it together at once. Tough days ahead, but I'm not giving up!!!!!! Geronimooooo!
small note: the torso still seems a bit long, but that will be a quick fix once the LowPoly mesh is all attached together... too clunky a fix to do in zbrush with this amount of time left...
wish me luck if you'd like to see this piece finished
but the rest is very blobby.. maybe try some other material.. the red wax thing is over"blobbing" everthing
so maybe its better after its baked
and the big scratch in the middle of the breasts looks too unrealistic.. it looks like a screatch into wax and not into the body-armor
but the middle part looks realy promising
I used a zbrush material that resembles what I want to use for the actual material of my final piece - I will use a real-time Unreal shader for it (hopefully). hmmm I guess The middle part seems the most realistic since it has cloth and leather elements that we are all familiar with... I hope it doesn't attract too much attention since it's just under-garment... Anyway, much thanks for the crit !!
As for the gouge between the breasts, it just doesn't make sense. In order to create a mark like that on stone, you'd need a really strong slashing hit. However, the breasts lie on both ends of the mark and yet aren't marred themselves. The only way you'd get chipping in a recessed location like that is from a piercing hit, and that would cause more of a round mark. Anyway, you get the point.
Lastly, I dug around and found a website that hopefully might help you out: http://www.motive-art.org/artists-area/current-artists/blake
This guy is a sculptor who, to create awareness about and raise money for victims of explosives, blew up statues using various landmines and antipersonnel mines. I've included a few samples of his work.
Anyway, I hope this helps out. You've got some sweet stuff, and not much further to go.
hey Wake..
dude, thanx for looking that up! rock blown apart by anti personnel mines is exactly the reference I needed, since that damage is supposed to be cause by battle with machines....
That actual first 'slash' at the breast plate was actually my very first try... I did over-do it huh..
My idea is that the armor has been damaged, not really chipped away from old age. So I figured her enemies sort of cracked the armor in the right places and 'chunks' fell apart? obviously I don't know the exact physics behind this event, and it shows.
Do you think that some of the other gouges; like the ones on the legs, are better? I feel that as I move along I keep figuring out better ways to do, and the first tries are usually not the best ones.
Obviously with this new excellent reference I got no excuses!!!
Time is my enemy but I will definetely re-do the damages done to the breast plate and research the sculptures from the links you sent me (shouldn't be a biggie since I have my 'pretty and brand new' version and doing the damage is actually not that time-consuming). I'll do my best!
Arms...
Her artifact... the phantom will flow through it and connect to her arm's armor... more of that yet to come!
It's kinda unfortunate (in a weird way) that I keep flowing better and better... I might have to go back and tweak some of the other armor elements to keep the eye interested in everything as a whole and not just certain better looking areas... Still, I do want to keep the shapes on her armor simple and elegant, and not load it with detail...
The next update should be an improved face, hair, and damage on the artifact as well as whatever tweaks need to be done to the rest of her armor. After that, it'll be time to unwrap and bake!!!!
crits welcome!
haha the time on my post says 10:22 am?? it's actually 3:23 AM! time to get some sleep!
The hair is not the prettiest hair you've ever seen but I just wanted to throw shape there since most likely the fine strands will come out through the texture itself... (besides.. time... )
I did re-do damage on the armor based on people's recommendation and also added a bit more sharpness to it's overall pattern. At this point further improvs on that end will have to wait until after the competition... NOT to say that this is perfect... it has been a humbling learning experience for me... and shouldn't end here.
Face:
Armor update:
zbrush done, and normal map baked...
Next steps:
-Weld all the subtools together and then tweak some of the proportion/anatomical issues still present.
-VERY IMPORTANT: Create body for the phantom... Some may wonder why there's not an update on that yet, well it's not even started! But I have a pretty good idea of what it'll be like and why it won't be much of a problem with so little time left (hint: it's mostly a texture job).
-Create diffuse, color maps...
-UE3 Shader research to create volcanic rock-like material for her armor and ethereal like energy for the phantom.
-Pedestal, renders...
-SLEEEEEEP!!!!!!!
One of the few remaining members of the Polycount tribe... Her people had long kept the power of the phantom urns a secret, and they remained a peaceful agricultural society. But as the machines ravage the planet, the phantom urns need to be called into battle once again.
Type: Invoker
Power: Air/Electricity
personal post mortem:
-The biggest problem with my entry aside from the obvious visual ones, was the fact that I didn't manage my time properly. Having finished uploading my last image 20 minutes before the deadline (7:40pm California time) was not a very good thing!! I overlooked how important it is to be able to play with your 'final'... Doing renders, changing colors, etc. This time, as I made something, I had to move on to the next thing without really playing with it or fixing anything that came up.
-Things that were not done properly due to time: Stiff pose, (still) odd anatomical problems, hair is only one color (how did I miss this one!), rendering is 'meh', and countless more. I expect people to have even more crits but it's just there are so many things I couldn't spend time polishing at the end. Again, bad time usage... I think I spent too much time fooling around at the beginning, with no clear plan.
Anyway, I hope that the concept itself is original enough and that at least it has pleasing visual impact. After all, this is all meant to be enjoyed!